Commit message (Collapse) | Author | Age | Files | Lines | |
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* | fancier textboxes | Star Rauchenberger | 2022-03-21 | 1 | -10/+15 |
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* | control instructions | Star Rauchenberger | 2022-03-20 | 1 | -1/+12 |
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* | fixed fullscreen mode on windows | Star Rauchenberger | 2022-03-20 | 1 | -5/+14 |
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* | we can now build a mac bundle! | Star Rauchenberger | 2022-03-20 | 1 | -11/+12 |
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* | added credits title card | Star Rauchenberger | 2022-03-20 | 1 | -1/+4 |
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* | added fade in to new game | Star Rauchenberger | 2022-03-19 | 1 | -0/+6 |
| | | | | and fixed music on new game | ||||
* | added title screen | Star Rauchenberger | 2022-03-19 | 1 | -0/+3 |
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* | menu! | Star Rauchenberger | 2022-03-19 | 1 | -3/+130 |
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* | fixed jitter while moving and zooming | Star Rauchenberger | 2022-03-19 | 1 | -6/+6 |
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* | fixed a lot of the zoom problems | Star Rauchenberger | 2022-03-18 | 1 | -21/+32 |
| | | | | still looks weird while moving | ||||
* | more wall renders | Star Rauchenberger | 2022-03-18 | 1 | -3/+3 |
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* | lotta performance improvements | Star Rauchenberger | 2022-03-17 | 1 | -2/+2 |
| | | | | | | | the two main things: 1) When ticking three times after a lighting change, we no longer iterate over the entire map. Instead, we keep a list of the tiles that have changed and the ones adjacent to them, and we iterate over that list. 2) The map tile type is now stored in a separate array from the rest of the tile data. This is because the tile type is the only thing needed for the cellular automata tick, and thus the only thing that we need to actually copy. | ||||
* | signs can be read now! | Star Rauchenberger | 2022-03-16 | 1 | -0/+96 |
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* | added signs (which can't be read yet) | Star Rauchenberger | 2022-03-16 | 1 | -4/+18 |
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* | started adding zooming anim, looks weird esp when moving | Star Rauchenberger | 2022-03-15 | 1 | -5/+31 |
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* | window starts in centre of screen | Star Rauchenberger | 2022-03-14 | 1 | -2/+5 |
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* | fixed weird shadows while moving | Star Rauchenberger | 2022-03-14 | 1 | -24/+2 |
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* | slightly offscreen lamp glows are rendered | Star Rauchenberger | 2022-03-14 | 1 | -2/+2 |
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* | fixed flickering while walking | Star Rauchenberger | 2022-03-14 | 1 | -6/+17 |
| | | | | sort of. the (intentional) dust flicker is still there. might want to remove the player trailing dust as they walk. | ||||
* | map is now "infinite" using chunks that dynamically load like in diamond&pearl | Star Rauchenberger | 2022-03-14 | 1 | -30/+53 |
| | | | | game is also slow as shit now | ||||
* | fmod splash screen | Star Rauchenberger | 2022-03-14 | 1 | -45/+58 |
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* | refactored game code into the game class (for titles / multiple games) | Star Rauchenberger | 2022-03-13 | 1 | -1/+1 |
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* | 16:9 widescreen, and fullscreen is less weird now | Star Rauchenberger | 2022-03-12 | 1 | -1/+1 |
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* | fullscreen | Star Rauchenberger | 2022-03-12 | 1 | -0/+2 |
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* | lamp sprite, courtesy of canaripack | Star Rauchenberger | 2022-03-12 | 1 | -32/+18 |
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* | dynamic wall and floor textures | Star Rauchenberger | 2022-03-12 | 1 | -14/+66 |
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* | player has a sprite now thanks to world of solaria | Star Rauchenberger | 2022-03-12 | 1 | -4/+18 |
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* | dust is more of a glow than a solid colour now | Star Rauchenberger | 2022-03-12 | 1 | -1/+4 |
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* | zooming fixes | Kelly Rauchenberger | 2018-06-06 | 1 | -15/+26 |
| | | | | when zooming out, the view center stays the same (shifted by map edges). when zooming in, the view center becomes the player position at the start of zoom. the boundary of player movement is now also set to the target view area at start of zoom. | ||||
* | refactored so that the renderer is its own class | Kelly Rauchenberger | 2018-06-05 | 1 | -0/+309 |